I did think about extending bones, however, bones influence based on weight painting, muscles will influence based on volumetrics and you can already use the "stretch-to" bone for rudimentary muscles. thanks anyway though.
Dan
Search found 35 matches
- Sat May 03, 2008 8:01 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
- Sat Mar 29, 2008 11:23 am
- Forum: Coding Blender
- Topic: complie blender in debug model?
- Replies: 6
- Views: 4831
- Tue Mar 25, 2008 11:56 am
- Forum: Coding Blender
- Topic: Adaptive Subdivision development
- Replies: 4
- Views: 5703
modifiers -> http://wiki.blender.org/index.php/Blend ... ementation
no idea about subdivisions, maybe see how the subsurf modifier does it.
no idea about subdivisions, maybe see how the subsurf modifier does it.
- Fri Mar 21, 2008 7:16 pm
- Forum: Coding Blender
- Topic: obtaining the view vector of the active camera
- Replies: 3
- Views: 4268
ohh... so close [= , an upward vector instead of a downward one (that would have been my second choice) and I put G->scene->camera.obmat instead of G.scene->camera->obmat. Sorry my bad. Just make sure that G.Scene->camera and G.scene->camera->obmat aren't null pointers before calling them, otherwise...
- Wed Mar 19, 2008 6:05 pm
- Forum: Coding Blender
- Topic: obtaining the view vector of the active camera
- Replies: 3
- Views: 4268
After looking quickly at the source, I think you can get the camera's object matrix through "G->scene->camera.obmat". This may be different with multiple scenes or cameras. Although I'm not sure, I think if you multiply the matrix by a vector facing downward (because when the rotation of a camera is...
- Tue Mar 18, 2008 6:55 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
- Fri Mar 14, 2008 9:24 pm
- Forum: Coding Blender
- Topic: unable to import "GameLogic" module
- Replies: 12
- Views: 8728
there is no module called GameLogic heres the modules that do exist http://www.blender.org/documentation/245PythonDoc/
- Thu Feb 14, 2008 5:37 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
You can move round the sections if you don't move the muscle first. The reason for this is the selection "ghosts" don't move with the muscle, but I'm rewriting a lot of the drawing/transforming code, hopefully this new approach will be faster and it will be easier/possible to write full transformati...
- Mon Feb 11, 2008 12:31 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
hmm.. in the patch file, scroll down until you find Index: source/blender/src/usiblender.c =================================================================== --- source/blender/src/usiblender.c (revision 13538) +++ source/blender/src/usiblender.c (working copy) @@ -1050,6 +1050,7 @@ } free_editLatt...
- Sun Feb 03, 2008 1:09 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
- Sat Feb 02, 2008 4:59 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
My method for creating muscles, is very similar to theirs except, they have four end points (2 at each end), whereas mine has only 2, and from what I can see they can only attach their muscle endpoints to vertices on a mesh whereas with my system you will be able to attach to faces as well. There's ...
- Wed Jan 30, 2008 11:27 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
Thank you very much. Looking through the source and watching one of their demonstration videos, its surprising how close my implementation is to theirs and really interesting to see where it differs. Progress is good, no major issues at the minute. Once I've got a rudimentary gui written, I'll relea...
- Tue Jan 15, 2008 6:07 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
If everything goes to plan then, the 2nd and 3rd should be possible soonest but the 1st and 4th will take a little longer because of collision detection. Everything you've asked about should be possible with this implementation idea. Simulating in this way should be quicker than using shape keys and...
- Fri Jan 11, 2008 8:44 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
yeah, that looks quite impressive, and that's kind of like the way I'm implementing it, except that the controller can only be perpendicular to the central line along the muscle, (or bezier line hopefully soon). I'm planning to get what I've done so far onto a svn branch soon, if you can code you ma...
- Thu Jan 10, 2008 7:18 pm
- Forum: Coding Blender
- Topic: Muscle system for blender
- Replies: 66
- Views: 69321
Bulges are controlled by an arbitrary number of defined cross-sections, so yes you can have more than one bulge, and also you can change the centre of the change in radius and offset of any of the cross-sections, so abdomen muscle are definitely possible too. I like the colour coded muscle idea, but...